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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Also, please replace the DLL with what's in this file: https://www.dropbox.com/s/ihofecbg7m5ptmr/btw.zip?dl=0 and then send me the log, it has some extra debugging info Thanks
  2. Could you please uninstall it, totally delete the directory, reinstall and try again? Thanks
  3. That is the bug. Log file please And, I just tested for 16 Y, made sure to turn it on as soon as warp ended. Are you sure you are running the current version of BTW?
  4. New release, 2.3.7.1: Now looks at all vesselsLoaded when fixing the ResourceConverter problem
  5. I just tested with 15000000 and 20000000, worked fine I did find a bug where anything other than the active vessel would still have it, but for the active vessel, it should be fine, and I'll get out an update in a few minutes for this bug
  6. While I normally don't do release announcements in threads other than my own, I feel that this deserves it: Better Time Warp, new release 2,3,7: Fixed dropdown offset for when no probe control Fixed issue when timewarping >stock max, Inactive Resource Convertors could use fuel more rapidly
  7. New release, 2.3.7: Fixed dropdown offset for when no probe control Fixed issue when timewarping >stock max, Inactive Resource Convertors could use fuel more rapidly
  8. New release, 1.9.5.1: Fixed log spam caused by the conditional directives being commented out in Log.cs by PR submitted by @rakkhin: [ConditionalAttribute("DEBUG")] Added back disabled code in RadioControl.cs, for historical documentation purposes
  9. This is a result of a patch I accepted :-( I'll get it fixed. Log.Info should not be in the release version
  10. It was a real pain. But once I was able to duplicate it with TimeControl, I realized it had nothing to do inside the mods themselves. I'm trying to see if I can have BTW fix the issue now
  11. This is a bug in KSP, you can see it by doing the following: Launch game, with only NFE and either BetterTimeWarp or TimeControl, 64-bit, steam version, clear install from steam. Start new career in sand box, normal, default settings. Go to VAB and build "craft" simplest possible (in my case RC-L01 RGU core + MX4 garnet reactor + thermal control system (large)). Launch "craft". Click on BetterTimeWarp mod's arrow, and choose Hyper warp, if using TimeControl, change one of the warp rates to be 10000000 Warp 2-3 years on highest default speed (in my case 1E+07X) Wait 60 seconds Use reactor control GUI to turn reactor ON. Reactor turn ON and fuel usage will be normal @Nertea I'm going to send you a PM with some more specifics
  12. Thanks, but no need, I've been able to reproduce this. But since TimeControl seems to do the same thing, it may not be BTW
  13. How do you avoid running out of electricity (needed to turn on the reactor) while in time warp? I added a couple of solr panels, and was able to see the issue one time, no idea why yet. It didn't happen the 2nd or 3rd time I tried, will continue looking into it
  14. I assume you mean launch, not lunch Ok. So, you stop timewarp before turning on the reactor? Assuming this, I'll look at it this evening
  15. I probably won't have time to do any more testing at high warp rates until this evening, but, a log file and a detailed set of step will be helpful in tracking this down
  16. I just tested this, and the slider continues to work, as long as you have it enabled. I did several warps, using the default hyperwarp settings. First I set the slider to 10, and the generator stopped as soon as I started the warp (because 1st warp step was 10). Then I moved the slider to 100, started the generator, and started warping, again, ti stopped when warping at 100. Then I did it at 1000, and it continued to work. Makes sense, they both do the same thing
  17. Hi, so we (I) need to know the options you have set in Better Time Warp (BTW). Are you using the default warp rates? Are you using Lossless physics? And can you please list a set of specific steps, starting at the Space Center, on how to trigger this bug? If you want upload a craft file as well, and please, please, please upload a log file.
  18. Good ideas, all. I'll add it to feature requests, not doing any major updates right now until 1.3 drops feel free to look at the issues here: https://github.com/linuxgurugamer/FuseBoxContinued/issues and comment if you wish
  19. This line could probably be worded better ;). Seriously though, you run so many wonderful mods. fixed
  20. Currently hard-coded to the following: (vessel.heightFromTerrain < 200 It ignores the minAirPressureToOpen, but you can try changing the deployTime to 0.1 instead of 0.33 I'll make a change to add the height-from-terrain as an option, and will also add a check for FAR which will use a higher default altitude. Based on what you are seeing, what height should I set that to for FAR?
  21. Neither. Many times a mod is written because of what someone perceives as something missing in the stock game. It's wonderful that they decided to add it, and I'll probably retire the mod once Making History is released.
  22. Ok, I just did some testing, and it looks ike the default scale to be 1.25 doesn't change the size of the part, at least until you change it. So, I'm going to assume that the change to 1 was a mistake, and it's been undone with my latest change. Please check the others to make sure everything is ok Thanks
  23. OK Guys, I'm confused. What do you suggest I do?
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